Demo Data from EDBT 2026 / reviewers in the wild / expert
Antoine Guédon
dblp:327/3733
· DBLP profile ↗
7ranked-venue papers
6as first author
7since 2021 · last 2025
0009-0001-3107-4454ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-author · 5 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
5 papers |
3D vision · 67% Robot navigation and mapping · 23% Reinforcement learning · 7% | |
| Computer graphics and multimedia
4 papers |
Rendering · 64% Geometric modeling and processing · 26% Visual content generation and editing · 10% |
Topics — the 15 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
3.2 | 4 | 2025 | NextBestPath: Efficient 3D Mapping of Unseen Environments · ICLR 2025 MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views · CVPR 2025 SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering · CVPR 2024 |
Rendering
neural rendering |
2.5 | 3 | 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025 MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views · CVPR 2025 SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering · CVPR 2024 |
Rendering
gaussian splatting |
1.6 | 2 | 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025 SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering · CVPR 2024 |
Robotics › Robot navigation and mapping › view planning
next-best-view planning |
1.2 | 2 | 2023 | MACARONS: Mapping and Coverage Anticipation with RGB Online Self-Supervision · CVPR 2023 SCONE: Surface Coverage Optimization in Unknown Environments by Volumetric Integration · NeurIPS 2022 |
Computer vision › 3D vision
3d scene reconstruction |
0.9 | 1 | 2025 | NextBestPath: Efficient 3D Mapping of Unseen Environments · ICLR 2025 |
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
sparse-view surface reconstruction |
0.9 | 1 | 2025 | MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views · CVPR 2025 |
Geometric modeling and processing › surface reconstruction › mesh reconstruction
mesh extraction |
0.9 | 1 | 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025 |
Geometric modeling and processing
surface reconstruction |
0.9 | 1 | 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025 |
Visual content generation and editing
3d content editing |
0.8 | 1 | 2024 | Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering · ECCV (65) 2024 |
Rendering › neural rendering
radiance field |
0.8 | 1 | 2024 | Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering · ECCV (65) 2024 |
Machine learning › Reinforcement learning
exploration |
0.7 | 1 | 2023 | MACARONS: Mapping and Coverage Anticipation with RGB Online Self-Supervision · CVPR 2023 |
Computer vision › 3D vision › 3d scene understanding
semantic scene completion |
0.6 | 1 | 2022 | SCONE: Surface Coverage Optimization in Unknown Environments by Volumetric Integration · NeurIPS 2022 |
Computer vision › 3D vision › 3d shape representation
volumetric representation |
0.6 | 1 | 2022 | SCONE: Surface Coverage Optimization in Unknown Environments by Volumetric Integration · NeurIPS 2022 |
Geometric modeling and processing › shape representation › implicit representation
signed distance function |
0.3 | 1 | 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025 |
Robotics › Motion planning and robot control
path planning |
0.2 | 1 | 2022 | SCONE: Surface Coverage Optimization in Unknown Environments by Volumetric Integration · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
neural deformation model · 1.7monocular depth estimation · 1.7gaussian surfels · 1.7atlas of charts · 1.7surface alignment regularization · 1.5poisson reconstruction · 1.5gaussian splatting rendering · 1.5next-best-path · 0.9differentiable rendering · 0.9delaunay triangulation · 0.9curriculum learning · 0.9gaussian splatting · 0.8RGB-only exploration · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse ViewsabstractWe present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha’s state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Antoine Guédon, Tomoki Ichikawa, Kohei Yamashita 0001, Ko Nishino |
CVPR | 1 |
| 2025 | NextBestPath: Efficient 3D Mapping of Unseen EnvironmentsabstractThis work addresses the problem of active 3D mapping, where an agent must find an efficient trajectory to exhaustively reconstruct a new scene.
Previous approaches mainly predict the next best view near the agent's location, which is prone to getting stuck in local areas. Additionally, existing indoor datasets are insufficient due to limited geometric complexity and inaccurate ground truth meshes.
To overcome these limitations, we introduce a novel dataset AiMDoom with a map generator for the Doom video game, enabling to better benchmark active 3D mapping in diverse indoor environments.
Moreover, we propose a new method we call next-best-path (NBP), which predicts long-term goals rather than focusing solely on short-sighted views.
The model jointly predicts accumulated surface coverage gains for long-term goals and obstacle maps, allowing it to efficiently plan optimal paths with a unified model.
By leveraging online data collection, data augmentation and curriculum learning, NBP significantly outperforms state-of-the-art methods on both the existing MP3D dataset and our AiMDoom dataset, achieving more efficient mapping in indoor environments of varying complexity. Antoine Guédon, Clémentin Boittiaux, Shizhe Chen, Vincent Lepetit |
ICLR | 2 |
| 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface ReconstructionabstractWhile recent advances in Gaussian Splatting have enabled fast reconstruction of high-quality 3D scenes from images, extracting accurate surface meshes remains a challenge. Current approaches extract the surface through costly post-processing steps, resulting in the loss of fine geometric details or requiring significant time and leading to very dense meshes with millions of vertices. More fundamentally, the a posteriori conversion from a volumetric to a surface representation limits the ability of the final mesh to preserve all geometric structures captured during training. We present MILo, a novel Gaussian Splatting framework that bridges the gap between volumetric and surface representations by differentiably extracting a mesh from the 3D Gaussians. We design a fully differentiable procedure that constructs the mesh—including both vertex locations and connectivity—at every iteration directly from the parameters of the Gaussians, which are the only quantities optimized during training. Our method introduces three key technical contributions: (1) a bidirectional consistency framework ensuring both representations—Gaussians and the extracted mesh—capture the same underlying geometry during training; (2) an adaptive mesh extraction process performed at each training iteration, which uses Gaussians as differentiable pivots for Delaunay triangulation; (3) a novel method for computing signed distance values from the 3D Gaussians that enables precise surface extraction while avoiding geometric erosion. Our approach can reconstruct complete scenes, including backgrounds, with state-of-the-art quality while requiring an order of magnitude fewer mesh vertices than previous methods. Due to their light weight and empty interior, our meshes are well suited for downstream applications such as physics simulations and animation. The code for our approach and an online gallery are available at https://anttwo.github.io/milo/. Antoine Guédon, Diego Gomez 0003, Nissim Maruani, Bingchen Gong, George Drettakis, Maks Ovsjanikov |
ACM Trans. Graph. | 1 |
| 2024 | SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh RenderingabstractWe propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting [15]. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D Gaussians as these Gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the Gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds Gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, animating, and relighting of the Gaussians by manipulating the mesh instead of the Gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art method on SDFs, while providing a better rendering quality. Antoine Guédon, Vincent Lepetit |
CVPR | 1 |
| 2024 | Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering
Antoine Guédon, Vincent Lepetit |
ECCV (65) | 1 |
| 2023 | MACARONS: Mapping and Coverage Anticipation with RGB Online Self-SupervisionabstractWe introduce a method that simultaneously learns to explore new large environments and to reconstruct them in 3D from color images only. This is closely related to the Next Best View problem (NBV), where one has to identify where to move the camera next to improve the coverage of an unknown scene. However, most of the current NBV methods rely on depth sensors, need 3D supervision and/or do not scale to large scenes. Our method requires only a color camera and no 3D supervision. It simultaneously learns in a self-supervised fashion to predict a “volume occupancy field” from color images and, from this field, to predict the NBV. Thanks to this approach, our method performs well on new scenes as it is not biased towards any training 3D data. We demonstrate this on a recent dataset made of various 3D scenes and show it performs even better than recent methods requiring a depth sensor, which is not a realistic assumption for outdoor scenes captured with a flying drone. Antoine Guédon, Tom Monnier, Pascal Monasse, Vincent Lepetit |
CVPR | 1 |
| 2022 | SCONE: Surface Coverage Optimization in Unknown Environments by Volumetric IntegrationabstractNext Best View computation (NBV) is a long-standing problem in robotics, and consists in identifying the next most informative sensor position(s) for reconstructing a 3D object or scene efficiently and accurately. Like most current methods, we consider NBV prediction from a depth sensor like Lidar systems. Learning-based methods relying on a volumetric representation of the scene are suitable for path planning, but have lower accuracy than methods using a surface-based representation. However, the latter do not scale well with the size of the scene and constrain the camera to a small number of poses. To obtain the advantages of both representations, we show that we can maximize surface metrics by Monte Carlo integration over a volumetric representation. In particular, we propose an approach, SCONE, that relies on two neural modules: The first module predicts occupancy probability in the entire volume of the scene. Given any new camera pose, the second module samples points in the scene based on their occupancy probability and leverages a self-attention mechanism to predict the visibility of the samples. Finally, we integrate the visibility to evaluate the gain in surface coverage for the new camera pose. NBV is selected as the pose that maximizes the gain in total surface coverage. Our method scales to large scenes and handles free camera motion: It takes as input an arbitrarily large point cloud gathered by a depth sensor as well as camera poses to predict NBV. We demonstrate our approach on a novel dataset made of large and complex 3D scenes. Antoine Guédon, Pascal Monasse, Vincent Lepetit |
NeurIPS | 1 |